//****************************************************************************
// Copyright (c) 2011-2013,WebJet Business Division,CYOU

// http://www.genesis-3d.com.cn

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the Software), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//*****************************************************************************
Shader "PostEffect_GlowFinal" {
	Parameters{
		sampler2D [_GlowSampler] = "white"
		sampler2D [_ScreenSampler] = "white"
		Vector [_GlowParameters] = "1.2,0.1,0.0,0.0"
	}
	
	RenderQueue "CUSTOMDRAW"
	
	

			CODEBEGIN

			sampler2D _GlowSampler;
			sampler2D _ScreenSampler;
			
			// Glow & Depth Blur parameters
			// x: glow amount; multiply glow downscale buffer by this value and add to base color
			float4	_GlowParameters;
			#define g_flGlowAmount ( _GlowParameters.x )			
			
			struct VS_OUTPUT
			{
				float4 Position		: POSITION0;   // vertex position 
				float2 texCoord		: TEXCOORD0;
			};

			struct PS_INPUT
			{
				float2 texCoord		: TEXCOORD0;
			};
			
			VS_OUTPUT mainVs(in float3 vPos : POSITION,in float2 vTex : TEXCOORD0)
			{
				VS_OUTPUT Output;
				Output.Position.xyzw = float4(vPos,1.0f);
				Output.texCoord.xy = vTex.xy;
				
				return Output;
			}
			
			float4 mainPs(PS_INPUT o) : COLOR0
			{
				float4 fbTexCoord = 0;
				fbTexCoord.xy = o.texCoord.xy;
				float4 cGlowBlurredLum = tex2D(_GlowSampler, o.texCoord.xy);
				float4 rawColor = tex2D(_ScreenSampler,fbTexCoord.xy);
				float4 outColor = float4( rawColor.xyz, 1.0f);
				
				outColor.rgb += _GlowParameters.x * cGlowBlurredLum.rgb;
				
				return float4(outColor.xyz, 1.0f);
			}
			CODEEND
	Technique{
		Pass{
		          Compiler
			          {
				       VertexShader = mainVs
				       PixelShader = mainPs			
			
			          }

		
			RenderSTATE { 
							cullMode "Back"
							ZTest Off
							ZWrite Off
							blendMode Off
							alphatest Off
							samplerState "_GlowSampler" [Wrap] [Linear]
							samplerState "_ScreenSampler" [Wrap] [Linear]
				     }
		}
	}
}